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Patch Notes 2026.01.10.1

[p]The rebuild is now the default version of Cepheus Protocol, and the first 48 hours gave us exactly what we needed: a real stress test at scale.[/p][p]Discord playtests help, internal testing helps, but nothing compares to thousands of players stress testing the game in every possible way. That’s how you find the edge cases you never see in controlled sessions.[/p][p]The good news is we’ve already reproduced and fixed several of the biggest issues being reported, and we’re pushing those changes live right now.[/p][hr][/hr][h3]What We Learned (First 48 Hours)[/h3]
  • [p]The rebuild foundation is holding up well, but community play testing immediately exposed edge cases, mainly around vehicles, navigation, and some UI flow.[/p]
  • [p]A lot of confusion is still coming from missing systems (Civilian Evac, dynamic civilians, etc)[/p][p] See the FAQ below![/p]
  • [p]UI overlapping issues were resolved[/p]
[hr][/hr][h3]Patch Notes:[/h3]
  • [p]Fixed an issue with the server browser where there were so many people playing the scroll bar stopped working for hosted servers[/p]
[hr][/hr][h3]What We’re Still Hunting[/h3][p]These are the kinds of issues that don’t always appear during internal testing, but show up immediately once the community gets hands-on.[/p][p]If you run into anything weird with:[/p]
  • [p]Vehicles doing something dumb[/p]
  • [p]Units ignoring obvious navigation[/p]
  • [p]UI menus acting strange[/p]
[p]A short clip or a quick Discord screenshare helps us reproduce and eliminate it fast. Feel free to hop on discord and we can jump into a voice call. Anything helps! As we are seeking to knock out the remaining pathing issues pronto![/p][hr][/hr][hr][/hr][h2]In Progress[/h2][p]We’re also actively working on several high-impact systems that affect moment-to-moment gameplay:[/p]
  • [p]Engineer repair behavior for vehicles[/p]
  • [p]Engineer Auto-repair for structures and vehicles[/p][p][/p]
[hr][/hr][h2]Next Big Goal: Doctrines + Airstrikes (Targeting Week of 11th)[/h2][p]We’re shifting back to the next major pillar of the rebuild.[/p][p]Our goal is to get Doctrines back in and bring Airstrikes back with the full set of related systems and support options by next week.[/p][p]That’s the next big step toward restoring long-term progression and replayability in the rebuild.[/p][hr][/hr][h2]Balance Passes (Ongoing)[/h2][p]Balance is still being tuned every day as more players jump in and we get real data.[/p][p]Michael is actively monitoring feedback and adjusting:[/p]
  • [p]Weapons[/p]
  • [p]Turrets[/p]
  • [p]Vehicles[/p]
[p]This is an ongoing process and we will keep tightening it as the rebuild stabilizes.[/p][hr][/hr][h2]If You’re Confused, Read These First (Pinned)[/h2][h3]Haven’t Played in a While? Start Here[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]What Still Needs To Be Finished[/h2][p]Here is the consolidated list, in one place, so there is no confusion.[/p][h3]Missing Or In Progress Systems[/h3]
  • [p]January Goals[/p]
    • [p]Remaining Vehicle Abilities And Behaviors[/p]
      • [p]Bradley TOW[/p]
    • [p]Doctrines[/p]
    • [p]Save System for Pandemic[/p]
    • [p]BUGS, BUGS and Bugs! We still are hunting down desyncs and bugs as they are reported![/p]
    • [p]Game Balance - Is still ongoing and being tweaked. Michael is monitoring Steam/Discord for feedback[/p]
  • [p]February Goals[/p]
    • [p]Any Remaining Bugs/Performance Tweaks/QOL Adjustments based on community feedback[/p]
    • [p]Remaining Enemy Roster Needed For Angel to be unlocked[/p]
      • [p]Leviathan[/p]
      • [p]Birds[/p]
    • [p]Additional Pandemic Regions Locked Until The Above Is Complete[/p]
      • [p]Angel Island[/p]
      • [p]San Francisco North[/p]
  • [p]TBD[/p][p]We are committed to not rushing to the "end" to ensure everything prior is working correctly. These are the ones currently in limbo that we will be tackling once the above list is "completely" done.[/p]
    • [p]LHA6 & LCAC[/p]
  • [p]Civilian Evacuation & Dynamic Civilian Groups[/p]
    • [p]We made two pinned threads so we can centralize answers and stop misinformation:[/p]
      • [p]Rebuild vs Legacy: which version you’re on, what’s missing, what to play (link)[/p]
      • [p]Civilian Evac 2.0 + Dynamic Civilians plan: why it’s delayed and what’s changing (link)[/p]
      [p]If you’re asking: “where is evac” “where are civilians” “what build am I on” Start there.[/p]
[p]That is the remaining gap we are closing through Q1. Anything else will be discussed only after the current list above is done.[/p][hr][/hr][h2]Q1 2026 Target[/h2][p]Our target through Q1 2026 is to bring back the remaining missing pillars and have the rebuilt version fully represent the complete Cepheus Protocol experience again, but better.[/p][p]That means:[/p]
  • [p]More stability and performance[/p]
  • [p]Larger scale gameplay[/p]
  • [p]More and better maps[/p]
  • [p]Complete Pandemic mode pillars[/p]
  • [p]Operators expanding toward Doctrines[/p]
[hr][/hr][h2]Public Campaigns[/h2][p]A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Single player has become.[/p][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p][p][/p]